mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-07 15:54:56 +08:00
313 lines
9.6 KiB
C++
313 lines
9.6 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/IkConstraint.h>
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#include <spine/Bone.h>
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#include <spine/BonePose.h>
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#include <spine/ConstraintData.h>
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#include <spine/IkConstraintData.h>
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#include <spine/Skeleton.h>
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#include <spine/BoneData.h>
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using namespace spine;
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RTTI_IMPL(IkConstraint, Constraint)
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IkConstraint::IkConstraint(IkConstraintData &data, Skeleton &skeleton)
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: ConstraintGeneric<IkConstraint, IkConstraintData, IkConstraintPose>(data), _target(skeleton._bones[data._target->getIndex()]) {
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_bones.ensureCapacity(data._bones.size());
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for (size_t i = 0; i < data._bones.size(); i++) {
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BoneData *boneData = data._bones[i];
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_bones.add(&skeleton._bones[boneData->getIndex()]->_constrained);
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}
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}
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IkConstraint *IkConstraint::copy(Skeleton &skeleton) {
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IkConstraint *copy = new (__FILE__, __LINE__) IkConstraint(_data, skeleton);
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copy->_pose.set(_pose);
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return copy;
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}
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void IkConstraint::update(Skeleton &skeleton, Physics physics) {
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IkConstraintPose &p = *_applied;
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if (p._mix == 0) return;
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BonePose &target = *_target->_applied;
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switch (_bones.size()) {
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case 1: {
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apply(skeleton, *_bones[0], target._worldX, target._worldY, p._compress, p._stretch, _data._uniform, p._mix);
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} break;
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case 2: {
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apply(skeleton, *_bones[0], *_bones[1], target._worldX, target._worldY, p._bendDirection, p._stretch, _data._uniform, p._softness,
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p._mix);
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} break;
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}
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}
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void IkConstraint::sort(Skeleton &skeleton) {
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skeleton.sortBone(_target);
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Bone *parent = _bones[0]->_bone;
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skeleton.sortBone(parent);
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skeleton._updateCache.add(this);
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parent->_sorted = false;
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skeleton.sortReset(parent->_children);
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skeleton.constrained(*parent);
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if (_bones.size() > 1) skeleton.constrained(*_bones[1]->_bone);
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}
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IkConstraintData &IkConstraint::getData() {
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return _data;
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}
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Array<BonePose *> &IkConstraint::getBones() {
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return _bones;
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}
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Bone *IkConstraint::getTarget() {
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return _target;
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}
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void IkConstraint::setTarget(Bone *target) {
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_target = target;
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}
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bool IkConstraint::isSourceActive() {
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return _target->_active;
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}
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void IkConstraint::apply(Skeleton &skeleton, BonePose &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float mix) {
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bone.modifyLocal(skeleton);
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BonePose &p = *bone._bone->_parent->_applied;
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float pa = p._a, pb = p._b, pc = p._c, pd = p._d;
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float rotationIK = -bone._shearX - bone._rotation, tx, ty;
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switch (bone._inherit) {
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case Inherit_OnlyTranslation:
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tx = (targetX - bone._worldX) * MathUtil::sign(skeleton._scaleX);
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ty = (targetY - bone._worldY) * MathUtil::sign(skeleton._scaleY);
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break;
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case Inherit_NoRotationOrReflection: {
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float s = MathUtil::abs(pa * pd - pb * pc) / MathUtil::max(0.0001f, pa * pa + pc * pc);
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float sa = pa / skeleton._scaleX;
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float sc = pc / skeleton._scaleY;
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pb = -sc * s * skeleton._scaleX;
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pd = sa * s * skeleton._scaleY;
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rotationIK += MathUtil::atan2Deg(sc, sa);
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// Fall through.
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}
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default:
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float x = targetX - p._worldX, y = targetY - p._worldY;
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float d = pa * pd - pb * pc;
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if (MathUtil::abs(d) <= 0.0001f) {
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tx = 0;
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ty = 0;
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} else {
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tx = (x * pd - y * pb) / d - bone._x;
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ty = (y * pa - x * pc) / d - bone._y;
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}
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}
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rotationIK += MathUtil::atan2Deg(ty, tx);
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if (bone._scaleX < 0) rotationIK += 180;
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if (rotationIK > 180)
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rotationIK -= 360;
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else if (rotationIK < -180)//
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rotationIK += 360;
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bone._rotation += rotationIK * mix;
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if (compress || stretch) {
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switch (bone._inherit) {
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case Inherit_NoScale:
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case Inherit_NoScaleOrReflection:
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tx = targetX - bone._worldX;
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ty = targetY - bone._worldY;
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break;
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default:
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break;
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}
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float b = bone._bone->_data.getLength() * bone._scaleX;
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if (b > 0.0001f) {
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float dd = tx * tx + ty * ty;
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if ((compress && dd < b * b) || (stretch && dd > b * b)) {
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float s = (MathUtil::sqrt(dd) / b - 1) * mix + 1;
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bone._scaleX *= s;
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if (uniform) bone._scaleY *= s;
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}
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}
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}
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}
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void IkConstraint::apply(Skeleton &skeleton, BonePose &parent, BonePose &child, float targetX, float targetY, int bendDir, bool stretch, bool uniform,
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float softness, float mix) {
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if (parent._inherit != Inherit_Normal || child._inherit != Inherit_Normal) return;
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parent.modifyLocal(skeleton);
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child.modifyLocal(skeleton);
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float px = parent._x, py = parent._y, psx = parent._scaleX, psy = parent._scaleY, csx = child._scaleX;
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int os1, os2, s2;
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if (psx < 0) {
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psx = -psx;
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os1 = 180;
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s2 = -1;
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} else {
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os1 = 0;
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s2 = 1;
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}
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if (psy < 0) {
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psy = -psy;
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s2 = -s2;
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}
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if (csx < 0) {
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csx = -csx;
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os2 = 180;
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} else
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os2 = 0;
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float cwx, cwy, a = parent._a, b = parent._b, c = parent._c, d = parent._d;
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bool u = MathUtil::abs(psx - psy) <= 0.0001f;
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if (!u || stretch) {
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child._y = 0;
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cwx = a * child._x + parent._worldX;
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cwy = c * child._x + parent._worldY;
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} else {
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cwx = a * child._x + b * child._y + parent._worldX;
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cwy = c * child._x + d * child._y + parent._worldY;
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}
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BonePose &pp = *parent._bone->_parent->_applied;
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a = pp._a;
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b = pp._b;
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c = pp._c;
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d = pp._d;
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float id = a * d - b * c, x = cwx - pp._worldX, y = cwy - pp._worldY;
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id = MathUtil::abs(id) <= 0.0001f ? 0 : 1 / id;
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float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
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float l1 = MathUtil::sqrt(dx * dx + dy * dy), l2 = child._bone->_data.getLength() * csx, a1, a2;
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if (l1 < 0.0001f) {
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apply(skeleton, parent, targetX, targetY, false, stretch, false, mix);
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child._rotation = 0;
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return;
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}
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x = targetX - pp._worldX;
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y = targetY - pp._worldY;
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float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
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float dd = tx * tx + ty * ty;
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if (softness != 0) {
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softness *= psx * (csx + 1) * 0.5f;
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float td = MathUtil::sqrt(dd), sd = td - l1 - l2 * psx + softness;
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if (sd > 0) {
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float p = MathUtil::min(1.0f, sd / (softness * 2)) - 1;
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p = (sd - softness * (1 - p * p)) / td;
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tx -= p * tx;
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ty -= p * ty;
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dd = tx * tx + ty * ty;
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}
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}
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if (u) {
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l2 *= psx;
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float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
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if (cos < -1) {
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cos = -1;
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a2 = MathUtil::Pi * bendDir;
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} else if (cos > 1) {
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cos = 1;
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a2 = 0;
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if (stretch) {
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a = (MathUtil::sqrt(dd) / (l1 + l2) - 1) * mix + 1;
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parent._scaleX *= a;
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if (uniform) parent._scaleY *= a;
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}
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} else
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a2 = MathUtil::acos(cos) * bendDir;
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a = l1 + l2 * cos;
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b = l2 * MathUtil::sin(a2);
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a1 = MathUtil::atan2(ty * a - tx * b, tx * a + ty * b);
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} else {
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a = psx * l2;
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b = psy * l2;
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float aa = a * a, bb = b * b, ta = MathUtil::atan2(ty, tx);
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c = bb * l1 * l1 + aa * dd - aa * bb;
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float c1 = -2 * bb * l1, c2 = bb - aa;
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d = c1 * c1 - 4 * c2 * c;
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if (d >= 0) {
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float q = MathUtil::sqrt(d);
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if (c1 < 0) q = -q;
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q = -(c1 + q) * 0.5f;
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float r0 = q / c2, r1 = c / q;
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float r = MathUtil::abs(r0) < MathUtil::abs(r1) ? r0 : r1;
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r0 = dd - r * r;
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if (r0 >= 0) {
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y = MathUtil::sqrt(r0) * bendDir;
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a1 = ta - MathUtil::atan2(y, r);
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a2 = MathUtil::atan2(y / psy, (r - l1) / psx);
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goto outer_break;
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}
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}
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float minAngle = MathUtil::Pi, minX = l1 - a, minDist = minX * minX, minY = 0;
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float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
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c = -a * l1 / (aa - bb);
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if (c >= -1 && c <= 1) {
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c = MathUtil::acos(c);
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x = a * MathUtil::cos(c) + l1;
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y = b * MathUtil::sin(c);
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d = x * x + y * y;
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if (d < minDist) {
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minAngle = c;
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minDist = d;
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minX = x;
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minY = y;
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}
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if (d > maxDist) {
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maxAngle = c;
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maxDist = d;
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maxX = x;
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maxY = y;
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}
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}
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if (dd <= (minDist + maxDist) * 0.5f) {
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a1 = ta - MathUtil::atan2(minY * bendDir, minX);
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a2 = minAngle * bendDir;
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} else {
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a1 = ta - MathUtil::atan2(maxY * bendDir, maxX);
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a2 = maxAngle * bendDir;
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}
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}
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outer_break:
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float os = MathUtil::atan2(child._y, child._x) * s2;
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a1 = (a1 - os) * MathUtil::Rad_Deg + os1 - parent._rotation;
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if (a1 > 180)
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a1 -= 360;
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else if (a1 < -180)//
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a1 += 360;
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parent._rotation += a1 * mix;
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a2 = ((a2 + os) * MathUtil::Rad_Deg - child._shearX) * s2 + os2 - child._rotation;
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if (a2 > 180)
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a2 -= 360;
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else if (a2 < -180)//
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a2 += 360;
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child._rotation += a2 * mix;
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}
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